Is the shop supposed to be unlabeled? You use English for the buttons, so it's not like you're keeping it abstract for the sake of internationalization.
Very weird that I can accelerate from 40mph just as a running zombie appears, up to 80mph and the zombie still closes the distance at the same rate. 80mph running zombies, yow.
There are inconsistencies. I can touch the opposite colour with my sides, but not my top or bottom. I can have the opposite colour on the bottom if I am not fully touching my bottom to the platform, such as resting at an angle. Otherwise an excellent diversion and dexterity game.
I agree with you about these inconsistences. I am working on a sequence with more levels, some harder and some totally different. I am also trying to hold the flow and improve the game.
Bug: If I do the action before the 'an action is required' warning, the tutorial won't let me continue with the game, and I'm forced to reload the flash player.
so I get 6-10 coins for finishing a level... and the cheapest upgrade is 200 coins to purchase... and there's only 10 levels (with six other levels 'coming soon'). I think this game was not tested before publishing.
The 'turns' have no effect on sideways motion. Doesn't matter how fast I am in the 'turns', it doesn't make the 'turn' easier or harder. And if I'm closer to the inside of the 'turn' that gives no advantage over racers on the outside of that turn, even though they would be covering a further distance in the same time if it was a real turn.
The game plays by itself, and I spent the first twenty minutes unable to do anything but click the one place the tutor will let me. Is this a game or what?
Where's the game? Where's the choices? Terrible interface -- no feedback from pressing buttons except a fast flicker, the interface is so crowded I must scroll the window up and down to find things, and sometimes the buttons will rearrange themselves to squeeze in a new announcement that doesn't go away (ie. Why are there two buttons to do a job? "do job" and "do job again"?) Such simple design mistakes, so many design mistakes.
Strange strategy: if a hero has 1 hp left, make sure it gets killed, so you can revive on the battlefield without paying the +4 threat penalty (on top of the +threat penalty for falling in combat).
Must be a memory leak or something -- by the time I got to the end of the story, the framerate was 1 per 3 seconds. Music was fine, but the spoken bits were glitching.
I agree with you about these inconsistences. I am working on a sequence with more levels, some harder and some totally different. I am also trying to hold the flow and improve the game.